/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef _MODELINSTANCE_H_
#define _MODELINSTANCE_H_

#include <G3D/Matrix3.h>
#include <G3D/Vector3.h>
#include <G3D/AABox.h>
#include <G3D/Ray.h>

#include "Define.h"

namespace VMAP
{
    class WorldModel;
    struct AreaInfo;
    struct LocationInfo;

    enum ModelFlags
    {
        MOD_M2 = 1,
        MOD_WORLDSPAWN = 1<<1,
        MOD_HAS_BOUND = 1<<2
    };

    class ModelSpawn
    {
    public:
        //mapID, tileX, tileY, Flags, ID, Pos, Rot, Scale, Bound_lo, Bound_hi, name
        uint32 flags;
        uint16 adtId;
        uint32 ID;
        G3D::Vector3 iPos;
        G3D::Vector3 iRot;
        float iScale;
        G3D::AABox iBound;
        std::string name;
        bool operator==(const ModelSpawn &other) const { return ID == other.ID; }
        //uint32 hashCode() const { return ID; }
        // temp?
        const G3D::AABox& getBounds() const { return iBound; }


        static bool readFromFile(FILE *rf, ModelSpawn &spawn);
        static bool writeToFile(FILE *rw, const ModelSpawn &spawn);
    };

    class ModelInstance: public ModelSpawn
    {
    public:
        ModelInstance() : iModel(0) { }
        ModelInstance(const ModelSpawn &spawn, WorldModel *model);
        void setUnloaded() { iModel = 0; }
        bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool pStopAtFirstHit) const;
        void intersectPoint(const G3D::Vector3& p, AreaInfo &info) const;
        bool GetLocationInfo(const G3D::Vector3& p, LocationInfo &info) const;
        bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo &info, float &liqHeight) const;
    protected:
        G3D::Matrix3 iInvRot;
        float iInvScale;
        WorldModel *iModel;
    };
} // namespace VMAP

#endif // _MODELINSTANCE
